v0.4.0 final review: D404 pad-centred aim (N64-parity quadratic curve) + full campaign-playtest sign-off bookkeeping

- input.c: padDirectCompute() — pad twin of the mouse Centred aim; the natural
  pitch path routes AIMMODE_CENTRED through it, AIMMODE_N64 keeps classic
  stick-deflection behavior. Parity pass uses bondview2's verbatim N64
  quadratic curve (sign(v)*clamp(defl/70,+-1)^2 * fov/60 * 3.5 deg/poll), so
  full-stick Centred matches N64's top rate exactly.
- optionsoverlay: aim rows device-neutral (Aim style / Aim range).
- findings.md: D404 RESOLVED (user-validated on Steam Deck, both passes);
  21 sign-off status updates from the user's full campaign playtest
  (D175/D224/D235/D236/D240/D241/D245/D249/D281/D286/D287/D289/D291/D294/
  D303/D306/D307/D308/D311/D320/D322/D75/D387/D395/D396/D399/D400); stale
  options-wave rows closed (D346-D391 batch); D383/D394 kept PARTIAL with
  v0.5.0 scopes; D281 root cause -> v0.5.0; D258 -> NTSC-only for v0.4.0.
- README: Known issues = the true residual set (D318, D75 Rareware logo,
  AllUnlocked EXPERIMENTAL, NTSC-only); stale v0.3.0 clause removed.
- AGENTS.md: native-reexec guard status re-confirmed for 2026-09-28.
This commit is contained in:
James Dansereau committed 2026-09-28 01:02:09 -04:00
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commit 4b7cae63f9
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@@ -99,21 +99,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
**Known issues:**
- Some muzzle flashes draw an extra, erroneous long flash straight up from
the gun (seen on the M16, among others), overlaid on the normal, correctly
drawn flash. Cosmetic only (D303).
- Water levels show a moving seam between two water patterns (D245).
- Occasional z-fighting on some levels' geometry (D308) — a Dam intro/
truck-wheel instance showing odd transparent-looking areas may be related
(D306). Minor and cosmetic.
- In-level security camera props (not the player's own view) can
occasionally end up facing backwards on some levels, seen on Bunker
(D307). The orientation math has been verified faithful to the N64; if you
see it, a report of which level and which camera is what's needed to keep
chasing it.
- Rarely, Bond's model can briefly render out of place after an animation
transition — purely visual: no effect on gameplay or saves, and it clears
on its own or by re-entering the level (D311).
- On Facility, if gas leaks during Ourumov's monologue he can pause for up to
~10 s before resuming the scripted shootout — a latent race that exists in
the N64 original too (where it softlocks permanently); the port detects and
@@ -122,19 +107,15 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
your display's aspect (wider view, same vertical FOV) and the HUD keeps its
shape; front-end menus are shown 4:3 with side bars. The F10 *Native
widescreen* toggle restores the old stretched frame.
- Distant geometry can drop out on the biggest open levels (Streets,
Egyptian) at default FOV — a culling/LOD issue that sometimes
self-corrects as you keep moving (D249).
- Gunshot SFX can sound off during sustained/rapid fire: cadence can drift
from the N64 original's rate, and PP7/AK47 fire can occasionally go silent
under heavy automatic fire near another looping sound (D240/D241).
- The Rareware front-end logo shows a subtle texture-filtering artifact
(Nintendo logo and legal page are clean). Cosmetic only (D75).
- This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this
version (D258).
- **`All unlocked` is experimental: back up `data/ge007.eep` before enabling
it.** Any save while ON, even a profile-settings change, can permanently
write artificial cheat unlocks and completion times into the EEPROM;
switching OFF does not undo them (D387). In the v0.3.0 release, turning it
on before a real save exists can also cause silent audio and missing
aim/HUD settings (D257/D259/D281). Do not use it on a save whose original
progression you need to preserve.
switching OFF does not undo them (D387). Do not use it on a save whose
original progression you need to preserve.
- Assorted further cosmetic defects are tracked in
[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
- No macOS or ARM support; no controller rebinding UI.